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What can beat Torin on highest level with all the powerfull spells upon him :D 5 Sky Drakes with 3 Great Wyrms surely wouldnt :O :D !!! ???
Cracks Call. ;)

Edit: Add Web if necessary.
Post edited November 29, 2015 by Bookwyrm627
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Bookwyrm627: Cracks Call. ;)

Edit: Add Web if necessary.
Haha not sure if CrackCall would work dude :D
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Bookwyrm627: Cracks Call. ;)

Edit: Add Web if necessary.
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rupert1435: Haha not sure if CrackCall would work dude :D
Cracks Call can insta-kill any creature unless it has at least one of two abilities: Flying or Non Corporeal. Nature comes with the Web spell, which removes flying.

Since Torin requires Life magic, there are only one or two ways in the game for you to add Non corporeal to him, and they are all randomly found/bought artifacts.

Sure, Counter Magic may block a particular casting of Cracks Call, or a Call might miss, but it kills every time it works unless the victim has one of those abilities listed above.

Granted, stopping a powered up Torin in a straight fight IS exceedingly difficult; that is exactly what he is geared for. If I had to stop one, I'd look to use Cracks Call (per above), similarly powered up heroes, or attack the wizard where ever Torin isn't (with a focus on either banishing the wizard or forcing Torin to stay home to guard the fortress).
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Bookwyrm627: Cracks Call can insta-kill any creature unless it has at least one of two abilities: Flying or Non Corporeal. Nature comes with the Web spell, which removes flying.
And don't forget to watch out for giant spiders.
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Bookwyrm627: Cracks Call can insta-kill any creature unless it has at least one of two abilities: Flying or Non Corporeal. Nature comes with the Web spell, which removes flying.
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UniversalWolf: And don't forget to watch out for giant spiders.
Ah yes, the Giant Trapdoor Spider, where spiders go around webbing things and you drop them in holes in the ground. :)
This is what I love about this game. There is always another combination, another tactic, something different or new. Nothing is equal or the same. Everything is different and many different combinations and tactics. The person who created this game was a genius.
Haha Ok thank you for leting me know this tactic.I played MOM many times but surely I am not that good in rules.

Yeah MOM is really masterpiece among games.Each game is different and new, there are tousands of combinations.I ask myself why do not fans made next and upgraded MOM.

Developers today focus too much on graphic and forget to create games like MOM.

Hope there will be some MOM-like game soon.

Do you have any unbeatable combination in this game ?
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rupert1435: Haha Ok thank you for leting me know this tactic.I played MOM many times but surely I am not that good in rules.

Do you have any unbeatable combination in this game ?
There are a number of super-powered combinations, but I don't think there is any truly unbeatable combo. There are simply too many holes to plug.

-11 Death books, taking Wraiths as your start
-Halfling Slingers supported by lots of Life books
-Alchemy + Trolls
-Artificer + Runemaster

Every color has some Very Rare global enchantments that are massively powerful. Armageddon, Herb Mastery, Crusade, Time Stop, and Zombie Mastery, for instance.

As stated previously, Web + Crack's Call can be the end of any unit that isn't Non-Corporeal. Everyone gets access to different dispel magic type spells (Dispel Magic, Disenchant Area, Disjunction), so nothing is completely safe. Even a fully decked out Torin can be brought down, just a matter of finding a point of (relative) weakness.

It is actually kind of hard to pick a start that DOESN'T have a strength somewhere.
Post edited January 08, 2016 by Bookwyrm627
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Bookwyrm627: -11 Death books, taking Wraiths as your start
This is the most ridiculously powerful one from my experience. It's over before it begins. In fact, I'm not sure I'd even describe it as "powerful." I'm not sure how it would play out if you didn't exterminate all your opponents before they had a change to move. If you played this build with a house rule that you couldn't fight your enemies for a long time, it might not be so easy.

I also found 11 Chaos books to be extremely powerful, but more fun. You overrun the map with hordes of hellhounds, and in the end you get the most destructive, earth-shattering spells. At that point you're just toying with the other wizards.
Post edited January 09, 2016 by UniversalWolf
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Bookwyrm627: -11 Death books, taking Wraiths as your start
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UniversalWolf: This is the most ridiculously powerful one from my experience. It's over before it begins. In fact, I'm not sure I'd even describe it as "powerful." I'm not sure how it would play out if you didn't exterminate all your opponents before they had a change to move. If you played this build with a house rule that you couldn't fight your enemies for a long time, it might not be so easy.

I also found 11 Chaos books to be extremely powerful, but more fun. You overrun the map with hordes of hellhounds, and in the end you get the most destructive, earth-shattering spells. At that point you're just toying with the other wizards.
A Wraith start does have that advantage, yes, which is why I mentioned it. Not entirely sure how I'd counter it, but you'd have to know it is coming to have a chance.
I use the runemaster/artificer combination since I really like to customize. I've been Lord-ranked Shuri and a +6 flaming bow (+9 attack total, +3 to hit) to wipe away both low level units and enemy heroes in one shot. Unlike Torin who needs to reach the castle, an archer wipes away units until you reach them - and she has pathfinding and movement bonuses. But that won't keep combat very interesting, so I'm letting other heroes do my fighting for now.

How would Roland do against a hero archer? I think Shuri has 22 ranged attack with her bow. Too bad she can't give it to Roland (who has magic immunity) :)
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sneakcity: I use the runemaster/artificer combination since I really like to customize. I've been Lord-ranked Shuri and a +6 flaming bow (+9 attack total, +3 to hit) to wipe away both low level units and enemy heroes in one shot. Unlike Torin who needs to reach the castle, an archer wipes away units until you reach them - and she has pathfinding and movement bonuses. But that won't keep combat very interesting, so I'm letting other heroes do my fighting for now.

How would Roland do against a hero archer? I think Shuri has 22 ranged attack with her bow. Too bad she can't give it to Roland (who has magic immunity) :)
If they are even remotely on par in experience and equipment, Torin would eat Shuri alive. He comes with Missile Immunity, so she has to punch through 50 shields of defense before she starts doing damage. And a Torin backed by a wizard with a dip in Chaos magic might have access to Warp Wood, which means she needs to punch through those 50 shields AND his Constitution-backed HP pool in a single shot while he is the attacker of the battle.

For Roland, it depends on the opponent and what other factors are in play. If he has Guardian Wind, he's got a much better chance against most of them. Alorra is likely to kill him, B'Shan not so much. A lot of it depends on whether he can reach the opponent mostly intact. If he can get to melee, he's likely to win; few of the bow using heroes have a strong melee attack, defense, or hp.
Post edited February 02, 2016 by Bookwyrm627
My personal favorite.

Go with halflings.
Go with a Myrron start.
Get the warlord ability.
Get life books and get the Crusade spell.
Find an adamantium location for your halfings.

Slingers of doom!!!!
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sneakcity: I use the runemaster/artificer combination since I really like to customize. I've been Lord-ranked Shuri and a +6 flaming bow (+9 attack total, +3 to hit) to wipe away both low level units and enemy heroes in one shot. Unlike Torin who needs to reach the castle, an archer wipes away units until you reach them - and she has pathfinding and movement bonuses. But that won't keep combat very interesting, so I'm letting other heroes do my fighting for now.
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Bookwyrm627: If they are even remotely on par in experience and equipment, Torin would eat Shuri alive. He comes with Missile Immunity, so she has to punch through 50 shields of defense before she starts doing damage. And a Torin backed by a wizard with a dip in Chaos magic might have access to Warp Wood, which means she needs to punch through those 50 shields AND his Constitution-backed HP pool in a single shot while he is the attacker of the battle.
Ah, good point about missile immunity - I hadn't spotted that. Looks like she'd run around until both combatants are exhausted, then. Owing to the importance of melee for Torin, I imagine it's good to give him items with movement bonuses to catch enemies quickly.
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sneakcity: How would Roland do against a hero archer? I think Shuri has 22 ranged attack with her bow. Too bad she can't give it to Roland (who has magic immunity) :)
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Bookwyrm627: For Roland, it depends on the opponent and what other factors are in play. If he has Guardian Wind, he's got a much better chance against most of them. Alorra is likely to kill him, B'Shan not so much. A lot of it depends on whether he can reach the opponent mostly intact. If he can get to melee, he's likely to win; few of the bow using heroes have a strong melee attack, defense, or hp.
Definitely - I provide an item with guardian wind to each of my adventuring heroes.